Arg just suggested something that sounds good.
I was never comfortable having AI's in the game with human teams. Even if the the AI factions were super enhanced (which in these ACDG games they have been given a lot of extra advantages), the human teams can easily win. The AI just can't cope with human tactics.
I also had problems with the 'AI' being played by a human. Because if we did that it would just be another human faction.
What Arg is proposing is a hybird. An AI that has some human guidance to make it tougher to deal with, but not totally under human control.
We could fine tune just how much we let the AI do.
Having the human assistant handle diplomacy is a good idea.
Limiting the human assaistant to only one action per turn is too limiting though. Do we mean one move, one attack of a chopper, one series of attacks by a chopper, an attack against one base with multible units, etc.?
Can we set up the game to allow spilt control?
I am no expert but I offer the following refinement. I welcome other suggestions.
How about for the AI factions we have:
Governor On in all bases - (perhaps with a focus area or not);
Human AI assistant cannot set or change build ques (perhaps can rush);
If possible - AI, not human AI assistant, decides what to research;
All formers are either autoimprove home base or fully automated;
Human AI assistant, handles all diplomacy;
Human AI assistant, handles all unit moves (except formers) and attacks;
Human AI assistant can set SE.
This ought to make the AI far less of a pushover, but still keep the it from becoming just another human led faction because one of the most important function of the human direction is what to build and what to research.
We can vary the division of control between the AI and the AI human assistant however we want. Where do we need to draw it? Additionally, we would need 1 to 6 volunteers (People who are not on a real team) to perform the role of human AI assistant. The same volunteer could serve as the AI assiatant to more than one AI team. With all of the automation it should be far less micromanagement and the same volunteer should be able to easily handle more than one faction.
I like the idea in that it makes the AI a lot more responsive ... and dangerous.
What do you all think?
Mead
Originally posted by arginine
have 2 human teams, each as a progenator. Also, a person for each of the 5 'human' factions and the human can control only perform ONE ACTION and control diplomacy, while the computer does everything else. (to keep those factions largely AI or something like that) Up to 3 (maybe 2) humans may win together through cooperative victory.
have 2 human teams, each as a progenator. Also, a person for each of the 5 'human' factions and the human can control only perform ONE ACTION and control diplomacy, while the computer does everything else. (to keep those factions largely AI or something like that) Up to 3 (maybe 2) humans may win together through cooperative victory.
I also had problems with the 'AI' being played by a human. Because if we did that it would just be another human faction.
What Arg is proposing is a hybird. An AI that has some human guidance to make it tougher to deal with, but not totally under human control.
We could fine tune just how much we let the AI do.
Having the human assistant handle diplomacy is a good idea.
Limiting the human assaistant to only one action per turn is too limiting though. Do we mean one move, one attack of a chopper, one series of attacks by a chopper, an attack against one base with multible units, etc.?
Can we set up the game to allow spilt control?
I am no expert but I offer the following refinement. I welcome other suggestions.
How about for the AI factions we have:
Governor On in all bases - (perhaps with a focus area or not);
Human AI assistant cannot set or change build ques (perhaps can rush);
If possible - AI, not human AI assistant, decides what to research;
All formers are either autoimprove home base or fully automated;
Human AI assistant, handles all diplomacy;
Human AI assistant, handles all unit moves (except formers) and attacks;
Human AI assistant can set SE.
This ought to make the AI far less of a pushover, but still keep the it from becoming just another human led faction because one of the most important function of the human direction is what to build and what to research.
We can vary the division of control between the AI and the AI human assistant however we want. Where do we need to draw it? Additionally, we would need 1 to 6 volunteers (People who are not on a real team) to perform the role of human AI assistant. The same volunteer could serve as the AI assiatant to more than one AI team. With all of the automation it should be far less micromanagement and the same volunteer should be able to easily handle more than one faction.
I like the idea in that it makes the AI a lot more responsive ... and dangerous.
What do you all think?
Mead
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